# PIN-I.3 That's Pinball! Pulp Fiction Diagnostics

**Source:** Chicago Gaming Company  
**Type:** video  
**Published:** 2024-06-14  
**Duration:** 32m 20s  
**Beat:** Pinball

**URL:** https://www.youtube.com/watch?v=kbJ5Yw00sHI

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## Analysis

Butch Peele from Chicago Gaming Company provides a comprehensive walkthrough of the Pulp Fiction pinball diagnostic system, covering menu navigation, lamp/switch/coil testing, device tests for complex mechanisms (trough, locks, gates, drop targets, magnet), and troubleshooting procedures. The video emphasizes that the diagnostic system replicates real gameplay conditions and provides detailed technical guidance for operators and technicians.

### Key Claims

- [HIGH] The diagnostic system's switch-solenoid timing and coil kick strength/duration match actual gameplay conditions — _Butch Peele: 'The switch solenoid timing is the same along with a coil kick strength and duration so if a device works in this mode it should work fine in a game'_
- [HIGH] Most coils are powered directly off the solenoid wiring harness; exceptions are the two ball gates and four drop target retract solenoids powered from B and C main underplayfield PCBs — _Detailed technical description of solenoid power distribution architecture_
- [HIGH] The limited display capability in Pulp Fiction presented a challenge for creating diagnostics — _Butch Peele opening statement: 'The Limited display capability in Pulp Fiction made Diagnostics a bit of a challenge'_
- [HIGH] Entering diagnostic mode changes General illumination from warm white to cool white for better troubleshooting visibility — _Description of main menu state effects on playfield lighting_
- [HIGH] Drop target opto switches use a U-shaped design with IR emitter and receiver, blocking when targets are up and unblocking when targets fall — _Detailed technical explanation of drop target opto switch mechanics_

### Notable Quotes

> "The Limited display capability in Pulp Fiction made Diagnostics a bit of a challenge but I think we came up with a pretty comprehensive effective and user-friendly testing and troubleshooting system"
> — **Butch Peele**, 0:30
> _Sets context for the challenge of designing diagnostics given hardware constraints_

> "if a device works in this mode it should work fine in a game and conversely if it doesn't work during a game it should exhibit the same failures in this mode"
> — **Butch Peele**, 3:20
> _Establishes reliability principle for the diagnostic system_

> "The switch solenoid timing is the same along with a coil kick strength and duration"
> — **Butch Peele**, 3:15
> _Key technical specification ensuring diagnostic validity_

> "most coils are powered and triggered directly off of the solenoid wiring harness some solder to the harness others plugged into it by way of connectors the only exception are the two ball gates up top and the four single drop target retract tube solenoids"
> — **Butch Peele**, 4:40
> _Critical technical architecture for troubleshooting solenoid issues_

> "if the phantom ball is seen in the switch 10 or 11 position check the solder joints on the appropriate single opto PCBs then reseat the connector at the other end of the cable"
> — **Butch Peele**, ~28:00
> _Specific troubleshooting procedure for phantom ball detection in subway lock_

### Entities

| Name | Type | Context |
|------|------|---------|
| Butch Peele | person | Chicago Gaming Company technical/design staff providing diagnostic system walkthrough |
| Chicago Gaming Company | company | Manufacturer of Pulp Fiction pinball machine; produced this educational diagnostic guide |
| Pulp Fiction | game | Chicago Gaming Company pinball machine; subject of this diagnostic system guide |
| David Theel | person | Voice talent featured in Pulp Fiction sound test diagnostics |
| Mia | product | Topper motor/character feature in Pulp Fiction; Mia and Vince motors are tested in topper test |
| Vince | product | Topper motor/character feature in Pulp Fiction; Mia and Vince motors are tested in topper test |
| Williams | company | Referenced for historical comparison to ball gate test mechanisms in Medieval Madness and Monster Bash |
| Bally Williams | company | Referenced for legacy pinball diagnostic systems and design patterns |

### Topics

- **Primary:** Diagnostic System Design and User Interface, Solenoid and Coil Testing Procedures, Switch Testing and Detection, Lamp and Lighting System Testing, Ball Trough and Lock Mechanism Testing, Troubleshooting Procedures and Common Issues
- **Secondary:** Hardware Architecture and Circuit Board Organization, Operator and Technician Maintenance Guidance

### Sentiment

**Positive** (0.75) — Butch Peele presents the diagnostic system with clear pride in its design, describing it as 'comprehensive, effective and user-friendly.' The tone is educational and encouraging for technicians, though the content is entirely technical/instructional without promotional language.

### Signals

- **[community_signal]** CGC producing detailed educational content for operators and technicians, demonstrating commitment to post-sale support and troubleshooting guidance (confidence: high) — Comprehensive video walkthrough covering all diagnostic tests with detailed troubleshooting procedures and maintenance tips
- **[design_philosophy]** CGC deliberately replicated real gameplay conditions in diagnostic mode to ensure testing validity and troubleshooting effectiveness (confidence: high) — Butch Peele: 'The devices function just as they would during gameplay. The switch solenoid timing is the same along with a coil kick strength and duration'
- **[product_concern]** Editor's note acknowledges prototype differences from production games, suggesting potential quality control or design iteration issues between prototype and production units (confidence: medium) — Editor's note: 'this video is being shot on my Pulp Fiction Prototype game there are a few subtle differences between it and our production games'
- **[technology_signal]** Limited display capability on Pulp Fiction required special design consideration for diagnostic UI, suggesting hardware constraints impacting user interface design (confidence: high) — Opening statement: 'The Limited display capability in Pulp Fiction made Diagnostics a bit of a challenge'

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## Transcript

hello Pulp Fiction pinball fans this is Butch Peele with Chicago gaming company wanted to make this video to take you on a guided tour through the Pulp Fiction diagnostic system The Limited display capability in Pulp Fiction made Diagnostics a bit of a challenge but I think we came up with a pretty comprehensive effective and userfriendly testing and troubleshooting system for the game let me show you to enter and navigate The Game's menu system which tests are a part of we use the diagnostic buttons inside the coin door here a note about the diagnostic buttons label when you're outside of the menu system that is you've simply opened the coin door and started pressing buttons the buttons perform the functions printed in black the green button adds service credits to the game the left and right red buttons adjust the game's volume down and up respectively and the black button enters the menu system which volume you adjust with the red buttons depends upon the state of the game when you open the coin door and press them if the game is in attract mode attract mode volume alone will be changed if you open the coin door and press the buttons during a game the game playay volume alone will change you can also independently set the game play and attract mode volume levels via the system options menu once once you press the black button and enter the games menu system the four diagnostic buttons perform the functions printed in red the green button escapes out of a menu or menu item the red buttons move backward or forward through menus and menu items or change the value of a menu item and the black button is used to enter a menu or accept the current value of a menu item let's give it a test run press the black diagnostic button once the game will immediately jump to the main menu opening page shown here the player three and four displays show the current software revision number and date respectively entering the main menu from a track mode has this effect on the Playfield all feature lamps go out and all General illumination lighting changes from warm white to a brighter cool white color provides much better visibility around the Playfield for troubleshooting and testing editors note here this video is being shot on my Pulp Fiction Prototype game there are a few subtle differences between it and our production games actually the first Diagnostics feature of Pulp Fiction is the main menu State itself let me explain the game of pinball is a series of cause and effect encounters between the pinball and a bunch of switches on the Playfield and many of these encounters are pinball interactions with solenoids or kickers triggered by switches when the ball hits one of these solenoid switches we expect a very specific and often very violent response jet bumpers or slingshots firing and pushing the ball away or a ball being ejected from a saucer the game is either not as much fun or can be completely disabled if one or more of the switch controlled solenoids is not working properly so we'd like to be able to quickly and easily test them if there's any doubt and we can do that right here in the main menu State accessible with a single push of a button most importantly the devices function just as they would during game playay the switch solenoid timing is the same along with a coil kick strength and duration so if a device Works in this mode it should work fine in a game and conversely if it doesn't work during a game it should exhibit the same failures in this mode we need a ball so manually kick one out of the trough reach inside the coin door and forcibly push up and hold the main trough ball popper plunger a ball will magically appear in the shooter Lane well maybe after a couple of tries it's kind of an acquired skill leave the ball in the shooter Lane and close the coin door or pull the high voltage cut off switch out to the on position it will click lock in place the ball will Auto launch to the top of the Playfield catch it as it rolls back down but be careful where you put your fingers most of the switch controlled solenoids are now active yes the flippers work so you can check out Playfield shots as do the slings the jet bumpers the top saucer the roll scene saucer even the two ball locks will activate their solenoids in series to return the ball to the Playfield basically the only place a ball is allowed to sit at rest in this mode is in the main trough the only coils not active are the main tropy Jack the drop targets the bullseye magnet and the two ball gates up top and we have specific device tests for all of those a few General troubleshooting tips for the game most coils are powered and triggered directly off of the solenoid wiring harness some solder to the harness others plugged into it by way of connectors the only except I are the two ball gates up top and the four single drop Target retract tube solenoids those are powered and triggered from the B and C main under Playfield pcbs the solenoid harness has two main trunks that run up the underside of the Playfield that solenoid harness runs all the way back up to the backbox connecting to these solenoid powerboard Drive connectors so if you're having issues with the coil firing weekly or not at all check the solder joints at the coil first give them a firm tug then unplug and reat any inline connectors ensure that the pins are not pushing out the back of the connector lastly receip the appropriate Drive connectors up in the backbox here's the roll scene single drop Target assembly it's retract coil and opto switch are connected to the main B under play field PCB if you have issues of any kind with this assembly unplug and firmly reseat the connectors at both ends of the cable break off any hot glue gun residue with your fingernail pull on the connectors not on the wires again make sure none of the wire pins are backing out of the connector if the connection feels loose when you reat it add a dab of silicon rubber to the point where the connector contacts the header's Locking ramp and let it set up over night many other assemblies and such are run off of the three main Pulp Fiction underplay Field pcbs General illumination strings left and right sides satellite lamp boards and flashers switches even optos for the ball troughs and locks if you have issues with anything that connects to the main under Playfield pcbs suspect the cable specifically where it connects to the PCB first break off hot glue and reapply a dab of silicone rubber after receding the connectors at both ends wherever applicable also take a close look at solder joints and give them a good tug now let's dive into system tests here's what the Pulp Fiction main menu looks like straight out of the manual there's the system test submenu use the red plus button inside the coin door to navigate to it there we go hit the black coin door button to enter the menu here's what the system test menu looks like I'm going to step through these tests spending a little extra time on the most useful among them reference section one of the manual for comprehens ensive test descriptions and instructions let's start with lamp tests hit the black button again to enter the lamp test menu pressing it once more starts the single lamp test use the red plus and minus buttons to step through lighting each lamp in the game one at a time use the black button to toggle between flashing and constant on for the current light RGB lights are stepped through one color component at a time red then green then blue the green button exits the test the red plus button moves to the all lamps test the black button starts it up as the name suggests all lamps in the game are blinked on and off use the black button as a pause button for the blinking obviously my camera does not like this test again escape with the green button really quickly the all8 bit lamp test simply blinks all RGB lighting controlled by 8bit ic's on and off the color test uses the RGB lamps in the game to through all of the various combinations of red green and blue color components color adjust is more of a tool allowing you to experiment with different RGB color and brightness combinations on the Playfield something to do on a rainy day and 8bit reset manually executes a software command to reset the 8bit RGB control IC nothing you need to worry about let's move on to switch tests escape from lamp tests and move forward one menu the first switch test is switch edges this test lets you know when the switch in the game is activated the player three and four displays show the switch's description or name the balling play display shows the switch number the game also makes one sound when the switch is closed and another different sound when it opens again kind of a tap double tap sort of thing let's try the right out lane known to the game as switch 30 or the right ball safe [Music] switch also worthy of note that outlane switch is a micro switch designed to mechanically click as it closes and opens those clicks should coincide precisely with the closed and open sounds in the switch edges test like this if they don't it's time to replace the micro switch it's becoming unreliable you can use your finger for those alive or dead tests but it's always best to run a final test or three using a ball Leaf switches used for slings jet bumpers and targets make when the gold contacts on their blades touch the magnetic switch for the game spinners uses a holif effect sensor on a PCB just below the Playfield plastic the switch makes when one pole of the mini magnet on the spinner arm passes over it this occurs once with each complete revolution of the spinner drop Target switches in the game make when a Target Falls three in a row right here each drop Target switch is a U-shaped opto an infrared emitter on one side of the U directly facing the receiver on the opposite side a fin on the back of each drop Target blocks the opto when the target is in the up position when the Target Falls the opto becomes unblocked and the switch is made when the target is reset or pushed up the opto switch is blocked again and the switch d activates or unmakes if you will note the troubleshooting green LED that lights whenever the opto is unblocked a very handy feature on cgc drop Target and trough opto boards here's how those LEDs look on the three Bank drop Target PCB all optos blocked with targets up unblocked unblocked unblocked then all reset here are the main ball trough LEDs all on when the optos are unblocked then they go off in sequence as four balls are dropped into the trough back on again one at a time as the balls are manually ejected let's move on to the next switch test switch levels when you enter this test the displays repeatedly cycle through the list of switches that are currently made in the game making a drum sound for each one as with switch edges each switch description appears in the player three and four displays each switch number appears in the ball and play display you can see in this case I have all four balls in the main trough and the roll scene drop Target is down if I also press and hold switch 31 the right in Lane 4 rollover switch it is added to the list and shows up in numerical switch order if I were to pop out all of the balls from the trough and push the roll scene drop Target up the game would sit quietly with nothing in the displays until a switch is made to report as with everything else press escape to exit switch errors is not really a test it displays the list of switches which have not been made as often as expected such as one of the shooter Lane switches not being made in the last 10 games played we expect that switch to be made at least once for every ball played my game seems to be working pretty well no switch errors escape to exit let's move on to the coil test when you enter this test every coil in the game will fire in sequence demonstrating Reliable Software control of all the mechanisms in the game for high voltage coils to kick you must close the coin door or pull the high voltage cut off switch out to the on position it'll lock in place press the black button once to repeatedly kick a single coil use the red plus minus buttons to move forward or backward one coil press the black button again to resume cycling keep in mind that these are just rhythmic kicks of the coils they are not necessarily fired as they would be during a game press escape to exit at any time onto the pwm or pulsewidth modulation test let's keep an eye on the Playfield too it's pretty straightforward pulsewidth modulation is used to completely shut off five different strings of game lights so watch for what's turning off right side GI Center GI left GI backbox GI and Playfield lamps oh and GI stands for General illumination as with the coil test use the black button to pause and restart the cycle and the red buttons to navigate among the five lamp strings and Escape of course to exit let's jump right into sound tests first up is sound balance music and sound effects are played to check balance between the backbox and cabinet speaker you should have shotgun with discount of De [Music] isn't it more exciting you don't have permission next is sound channel you hear my good friend David theel speaking from the backbox and the cabinet Left Channel backbox right Chanel cabinet next sound noise yeah no kidding here's sound sine wave [Music] who had to turn that off before my dog ran through the wall and here's what sound volume test sounds like something Vaguely Familiar about that one just to give you a quick idea how the topper test Works in my Prototype game the Mia and Vince Motors are each cycled through several rotational positions clockwise then counterclockwise the left car headlights turn on when Mia's motor runs the right car head lights turn on when Vince's motor runs when Mia is in her home position facing Center Jack in the sign behind her lights up when Vince is in the home position Slims lights up no user interaction with this test Escape exit display test is pretty simple cycle through numbers then asterisks then light all 17 segments of each digit of each display to show that everything is working as with other tests use the black button to pause and restart the cycle and the red buttons to manually step through the test forward or backward when it's paused press escape to exit okay time to dive into device tests they allow us to test several complex interdependent mechanisms in your game for proper operation first up motor tests specifically the briefcase motor use the red plus button to rotate the briefcase counterclockwise and the minus button to rotate clockwise the motor will stop automatically when it reaches its limits the briefcase Begins the test facing the player in its counterclockwise most position so the only way to get it to turn initially is to go clockwise the player 4 display shows the rotation direction the ball in play display indicates the current rotational position of the briefcase there are four distinct positions dictated by the state of two u-shaped opto switches on the briefcase motor assembly under the briefcase molded base these are switches 18 and 19 their states are represented in the player 3 display an open circle means the opto is unblocked a filled Circle means the opto is blocked C is the initial Clos position with both optos unblocked two is the approximately 1/3 rotation position with only switch 19 blocked three is the 2/3 position with both optos blocked and four is the fully rotated open and facing Vincent position with only switch 18 blocked hit escape to return to the device test submenu hit the black button to step into the topper motor tests for the topper Motors again the red plus and minus buttons rotate the figures counterclockwise and clockwise respectively and the player 4 display shows the rotation direction when you're finished testing Mia hit the black button to test test Vin okay on to spinner counts as the name implies this test is used to check your spinners out by counting rotations left spinner counts in the player three display right spinner counts in the player four give each A Try by hand and see how they do clear the totals with a press of the black button close the coin door or pull your high power cut off switch out and you can test the Spinners with flipper shots okay see the spinner B the spinner oh yeah and please don't ask how many takes that took 76 spins not too shabby now let's take a close look at the main trough test when you enter this test a representation of the main ball trough and shooter Lane switches is shown in the player 3 display the active coil is indicated in the player 4 display in this case the main ball trough popper the triangle in the player 3 display tells you which ball the active coil is set to kick the switches represented in the test are numbered and their locations indicated on this lower Playfield diagram and here are the corresponding labels for the backbox display switch one is is the ball trough Jam switch in the throat of the trough assembly switches 2 through five are the ball trough position switches for balls 1 through four respectively switch 33 is the auto launch switch at the bottom of the shooter Lane switch 64 is the upper shooter Lane switch by the way these switch numbers match the numbers used in switch tests and in the manual so before we do anything we can see that the shooter Lane switches and the trough Jam switch are clear and not stuck on and it looks like all four of the game's balls are sitting in the trough at this point we can do a quick and easy check of the trough jam and ball position one switches by manipulating the trough popper plunger by hand slowly push the plunger up then let it fall again while watching the state of switches one and two in the player three display you can see the plunger pushing the first ball up into the throat of the trough then dropping it back into position one this quickly tells you switches one and two are working well back to the device test the popper is ready to load the first ball into the shooter Lane let's do that we need high voltage so pull out the cut off switch or close the coin door press the game start button to fire the coil as the popper kicks the first ball out there's a very quick blink of the trough Jam switch number one it's hard to see sometimes then the ball settles in the shooter Lane on the auto launch switch number 33 the auto launch now becomes the active coil note the triangle has moved and the player four display has changed the three remain remaining balls in the trough have moved one position to the right no more ball in the switch five position press the start button again to fire the auto launch coil switch 33 clears immediately and the upper shooter Lane switch number 64 blinks as the launched ball rolls over it the trough popper becomes the active coil again as the ball rolls down the Playfield and back into the trough when it gets there it activates switch five again okay let's empty out the ball trough use the start button to kick out then launch each of the four balls then catch them before they get back to the trough this is what the player 3 display should look like with no balls in the trough or shooter Lane that is completely blank if either switch 33 or 64 is activated you likely have a stuck micro switch if one or more of the one through five position switches is activated you have debris of some sort in your trough or your opto boards are not working properly usually resulting in balls ending before they should during a game or two balls being served into the shooter Lane at one time it's typically an IR LED on the transmitter PCB that's at fault but the problem could be as simple as a loose connector reat all three connectors on the main trough opop PCB Cable One at the transmit board one at the receive board and one at the large a Playfield board then run through the main trough test again drop the balls back into the trough one at a time you should see each ball trigger the 5 through two position switches and come to rest we're back to where we started let's move to the subway lock test as with the main trough test the player 3 display shows a representation of the switches associated with the subway lock and the player 4 display shows the active coil the switches represented in the test are numbered and their locations indicated on this mid-play field diagram and here are the corresponding labels for the player 3 display switch 10 is the subway entry switch in the trough directly beneath the pawn shop switches 6 through 9 are the subway lock position switches for balls 1 through 4 respectively switch 11 is the subway popper switch located under the Royale with GES sculpture note that the lock switches in the subway trough are laterally reversed when compared to the main and back panel troughs that is the balls register left to right in the subway in the other two troughs they register right to left this is what the typical startup looks like blank displays because there are no balls in the lock if the subway lock is indeed empty but your player 3 display is registering a ball in any position you either have debris of some sort in the trough or your opos are not working properly if the Phantom ball is seen in the switch 10 or 11 position check the solder joints on the appropriate single opto pcbs then reat the connector at the other end of the cable and rerun the subway test if it's in any of the 6 through n positions receip all three connectors on the subway opto PCB Cable One at the transmit board one at the deceive board and one at the large a play field board then run through the subway test again if none of these steps make the Phantom ball disappear you likely have a bad IR LED somewhere okay let's see how this test Works get all four balls out of the main trough and hold them in your hand knock down the three Bank drop Targets in front of the pawn shop entrance if necessary roll the balls one at a time into the pawn shop opening you should see each ball briefly blink switch 10 then trigger the 9 through six position switches before coming to rest against the lock up down post our now active coil again we need high voltage so pull out the cut off switch or close the coin door hit the start button to pull in the up down post and release the first locked ball it'll roll across the trough and drop into the subway popper switch 11 will register as the popper becomes the new active coil the three remaining balls in the lock move forward one spot hit the start button again to fire the popper and send the ball out through the Playfield heads upgate the active coil switches back to the lock up down post repeat this process three more times to completely clear the subway lock and we've come full circle next up the back panel lock test should sound familiar by now the player 3 display shows a representation of the switches associated with the back panel or briefcase lock BL and the player 4 display shows the active coil the switches represented in this test are numbered and their locations indicated on this upper play field diagram and here are the corresponding labels for the player 3 display again these switch numbers match the numbers used in switch test and in the manual switch 12 is the briefcase lock load popper switch under the wire form at the back of the Playfield switches 13 through 16 are the back panel lock position switches for balls 1 through 4 respectively switch 52 is the lock exit switch in the middle of the metal shoot alongside the briefcase this is what the typical startup looks like blank displays because there are no balls in the lock if the back panel lock is indeed empty but your player 3 display is registering a ball in any position you either have debris of some sort in the trough or your opos are not working properly if the Phantom ball is seen in the switch 12 position check the solder joints on the popper single opop pcbs then reseat the connector at the other end of the cave and rerun the back panel test if it's in any of the 13 through 16 positions reat all three connectors on the back panel opto PCB Cable One at the transmit board one at the receive board and one at the B Playfield board then run through the back panel test again if none of these steps make the Phantom ball disappear you likely have a bad IR LED somewhere if the Phantom ball shows up in the switch 52 position check the micro switch's wireform to ensure it is not bent or binding in the slot in the metal choot it should move up and down or open and close freely okay on with the test get all four balls out of the trough and hold them in your hand use a ball to knock down the three inline drop targets if necessary again we need high voltage so pull out the cut off switch or close the coin door roll a ball up the lane into the lock load popper switch 12 or register as the popper becomes the active coil hit the start button to fire the popper and send the ball up into the back panel lock trough you should see the ball trigger the 16 through 13 position switches before coming to rest against the lock up down post our new active coil we could use the start button to release the ball but let's load the remaining three balls in the lock instead roll each ball up into the popper then hit the start button to load it into the lock note that a ball in the popper takes precedent making the popper the active coil over the lock up down post okay now let's test our lock release hit the start button to pull in the up down post and release the first locked ball it'll roll across the trough and down the lock exit shoe briefly blinking switch 52 as it does the three remaining balls in the lock move forward one spot repeat this process three more times to completely clear the back panel lock ensuring that the switches and the coils perform as expected at each stage back to where we started on to the ball Gates test those of you who have used the old Williams Loop gate tests in games like Medieval Madness or Monster Bash will figure out what we're doing pretty quickly here game software needs to be able to control the two ball gates at the top of the Playfield allowing balls at certain points in the game to complete full orbits and return to the flippers that is not get stopped to drop into the upper saucer or the jet bumpers in these instances the rollover switches at the tops of the left and right orbits are used as triggers for the opposite side controlled gate so left orbit switches control the right side gate and vice versa the triggered gate lifts and stays up for approximately 2 seconds to allow a fast moving ball to pass under it and roll back down the opposite orbit then it closes again the switches and gates are represented in the player 3 display here are the switch numbers quickly roll a ball up the right orbit you should see switches 62 and 48 blink in succession as the ball rolls over them as soon as switch 62 is hit the left ball gate will open on the Playfield and in the player three display the ball will go underneath it and continue down the left orbit briefly activating switches 59 and 63 as it does switch and gate activations are simply mirrored for balls sent up the left orbit no high voltage is required for this test unless you'd like to use the flippers to shoot the orbit test shots then you'll need to pull out the high voltage cutof switch or close the coin door the single drop targets test is next we need high voltage for this test so pull out the cut off switch now first off all four single drop targets are retracted in sucession then beginning with the bottom inline Target each Target is reset pushed up and then retracted dropped and sequence press the black button to pause the sequence and repeatedly trigger one target press it again to resume the cycling the current Target name and the state of its u-shaped opto switch is shown in the player 3 display the command being sent to the Target is shown in the player 4 display the numbers of the coils being fired are shown in the ball and play display Escape exits the last device test is the magnet test as the name implies this is a quick and easy test to ensure the magnet works when the target trigger switch is activated the test was not designed to test magnet Target shots so it takes a very deliberate touch on the switch to trigger we need high voltage for this test so pull out the cut off switch now the state of the magnet Target Switch 40 is shown in the player 3 display the current magnet state is shown in the player 4 display hold a ball near the magnet pole then firmly depress the trigger Target the Target changes state the magnet turns on and the ball is pulled from your hand after 2 seconds the magnet shuts off like I said Quick Test without having to start a game escape a couple of times to get back to the system tests menu and let's take a quick look at Auto burn in be ready for some chaos flashing lights sound of effects kicking coils this test has at all for maximum effect pull the high power cut off switch out and install a Shaker motor it's quite a Calamity really makes you appreciate peace and quiet and here it is the last System test empty balls all of you old Bal Williams folks will recognize it not really a test just a quick automated method for kicking all of the balls out of the main trough and physical locks you need high voltage so pull out the cut off switch or close the coin door catch the ball as they are ejected onto the Playfield for easy removal Escape when you're done and that as they say is a wrap hope you found this video helpful until next time stay out of trouble you crazy kids

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*Exported from Journalist Tool on 2026-04-13 | Item ID: ae59eac9-cb60-4f9b-a722-ea310d1aac0a*
